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Create different textures variation


fsdfsr

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hi guys,

 

i'm trying to make different color variation of the same armor (the Dark Tyrael Armor to be precise). I managed to create different version of the armor using the CK, but they're all using the same texture set. for example: i have a "Dark Tyrael Armor" a "Tyrael Armor" and a "Green Tyrael Armor" in my inventory, with differents stats, but they all have the same skin...

 

I made a little research on the forum and i came up with 2 discussion talking about this subject, but they are all pre-CK and no one gives a straight answer:

 

http://forums.nexusmods.com/index.php?/topic/546053-specifying-mesh-and-texture-from-esp/page__p__4549288__hl__texture__fromsearch__1#entry4549288

http://forums.bethsoft.com/topic/1336005-tessnip-models-and-textures/

 

Someone talks about using nifskope but don't explain how :/

 

Thanks for your help

 

EDIT: i found this tutorial but there's no "NiTexturingProperty" object in my NiTriShape so i can't see the texture..

Edited by fsdfsr
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This is a 3 step process:

 

  1. Create a TextureSet with your replacement textures
  2. Create an ArmorAddon that points to your TextureSet
  3. Create an Armor that uses your ArmorAddon

 

  1. Create a Textureset under Miscellaneous
  2. You need to look at the ArmorAddod (ARMA) record in the CK - these are usually called things like NameOfArmourAA (note the AA); duplicate the one you want then click on the 'Biped Model' select button - you should get the option to specify Alternate Textures
  3. Use the Models section in the bottom-right - right click and add your new ARMA

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Get nifskope if you don't already have it. Open the armor in it.

 

Click the individual armor part you want to retexture in the render window.

 

In the window to the left (the Block window) you'll now see a highlighted NiTriShape entry--expand it by clicking the little plus to the left of it; then you'll see a BSLightningShaderProperty entry--expand that and you get a BSSShaderTextureSet entry. Click it.

 

Now go to the Block Details window below and expand the Textures entry. There you'll see the currently assigned textures. Change them to whatever you like by right-clicking on the values--just be mindful of using correct file paths.

Edited by No_Aardvarks_Allowed
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i will use my case as an example: you take one armor let's say it's black. You recolor it in white and want to add it in game. What you have to do is edit the texture to create new ones, but the meshes don't change because the shape object itself don't change, so you just take the same meshes.

 

you had something like

 

"...textures\armor\Black"

"...meshes\armor\Black"

 

and now you have

 

"...textures\armor\Black"

"...textures\armor\White"

"...meshes\armor\Black"

"...meshes\armor\White"

 

But in fact the association between the meshe and the texture is made in the meshe file (the .NIF file). So in my case the two version of the armor had the same look because both .nif pointed to the "...textures\armor\Black" folder. What i had to do is change the meshes contained in the "...meshes\armor\White" to make them point to "...textures\armor\White". And this modification is made with NifScope as explained by No_Aardvarks_Allowed

 

I hope it answers your question, I'm sorry for my bad english.

 

just a quick edit: if you want to see what your help was for it's this way, you can see yourselves in the credits :)

Edited by fsdfsr
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It is much better to create TextureSets than keep copying/modifying NIF files...

 

The same boxes that appear under BSSShaderTextureSet are effectively available in the TextureSet definition - you need to specify each of the texture type just the same as inside a nif (diffuse/normal/glow etc).

 

If you have 6 different textures (e.g. colours) then you need 6 TextureSets and 6 ARMAs (incidentally, even if you made 6 NIFs you'd still need 6 ARMAs)

 

Hope this makes sense ;D

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